diff --git a/src/ReceptorArrowRow.cpp b/src/ReceptorArrowRow.cpp index 5a0a1d9870..c339601a7b 100644 --- a/src/ReceptorArrowRow.cpp +++ b/src/ReceptorArrowRow.cpp @@ -12,6 +12,7 @@ ReceptorArrowRow::ReceptorArrowRow() m_pPlayerState = NULL; m_fYReverseOffsetPixels = 0; m_fFadeToFailPercent = 0; + m_renderers= NULL; } void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset ) @@ -62,8 +63,18 @@ void ReceptorArrowRow::Update( float fDeltaTime ) CLAMP( fBaseAlpha, 0.0f, 1.0f ); m_ReceptorArrow[c]->SetBaseAlpha( fBaseAlpha ); - // set arrow XYZ - (*m_renderers)[c].UpdateReceptorGhostStuff(m_ReceptorArrow[c]); + if(m_renderers != NULL) + { + // set arrow XYZ + (*m_renderers)[c].UpdateReceptorGhostStuff(m_ReceptorArrow[c]); + } + else + { + // ScreenNameEntry uses ReceptorArrowRow but doesn't have or need + // column renderers. Just do the lazy thing and offset x. -Kyz + const Style* style= GAMESTATE->GetCurrentStyle(m_pPlayerState->m_PlayerNumber); + m_ReceptorArrow[c]->SetX(style->m_ColumnInfo[m_pPlayerState->m_PlayerNumber][c].fXOffset); + } } }